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Rage
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Ive had a few troubles with these but their no where near the amount of bother they were in civ2.
so heres a few suggestions to improve this part of the game-
1.When barbarians capture a city there is a 50-50 chance it will be destroyed-making them more of a threat.
2.The ability to pay barbarians not to attack you.
3.to beable to recruit barbarians into your army.
4.to hire them to attack your opponents-as barbarians not aspart of yor army.
And a question(ive looked round the forums but couldnt see any explanation of this)-What is the default money option in the general settings in the editor?Does anyone know?
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Rage
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i think it might be the goody huts, is it the one in the bottom right corner?
I tried changing but couldnt see any difference.
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Rage
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Most barbarian tribes preferred to move around a lot but it would make them as dangerous as they were in civ2-wich is good.
But once the barbarians capturd the city then they wouldnt really be barbarians anymore..i think!
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star mouse
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of the Barbarians
Aug 2001 time: 16:17
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- When they attack an undefended city, give them a 50% chance of not disappearing. They would then proceed to another city and wreak havoc there.
- Allow them to raze cities that have 1 population and no improvements. (Barbarians would kill population 1 point at a time, and also destroy improvements one at a time.)
- Allow them to promote in battle when they win with the same odds as a militaristic civ.
- Bring back barbarians capturing cities! This should work like CIV 2, where the city then produces more barbarians. It would work like an encampment, except you can recapture the city. This would be an option in addition to steal gold, kill population, destroy improvements and raze city.
- When the barbarians capture and raze a city, have a new Barbarian encampment placed on that spot.
- Have encampments spawn "small uprisings" and "large uprisings" of barbarians as well as "massive uprisings" and single units. Small uprisings should have 1/4 of the numbers of a massive uprising, and large uprisings should have 1/2 the numbers of a massive uprising.
- It should be possible for a civ to be destroyed by barbarians. This might weed out any weak civs early.
Last edited by star mouse on 18-02-2002 at 04:50
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Terser
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Imperialist Running Dog
Nov 2001 time: 23:17
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It's a little feature, but one that I'd like to see nonetheless: I wish CivIII barbs were akin to those in CivII in changing over time. In CivII IIRC it went barbs-->revolutionaries-->guerillas. Seems kind of silly that you could potentially have barbs running around in 2050.
I'll never forget the first time I saw a guerilla uprising in CivII. Twas one of the most shocking (and yet pleasantly surprising) events I've witnessed in the Civ series. I'd like to have it again in CivIII.
Last edited by Terser on 18-02-2002 at 06:05
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Willem
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Canada
Dec 2001 time: 00:17
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quote: Originally posted by MikeV
It seems important to go after the huts. They seem to evolve over time, and your results with them depend on the "stage" you find them in:
- empty
- some money
- a map (or friendly warrior or settler)
- some enemy warriors
- some enemy warriors and horsemen
Leave them alone, and they generate galleys and/or horsemen to go out founding other villages and pillaging civilized towns.
Leave them alone long enough, and they generate a lot of horsemen.
And now, they can generate more modern stuff. |
Your thinking of two different things here. There are two different types of Barbarians, the friendly ones in the goody huts, and the aggressive ones in the camps. If a Barbarian unit pops out of a goody hut, it's a one time thing. They don't create any new units over time, it's just a surprise. It's only the camps that generate the new Barbarians, and it's those you have to worry about. The goody huts just sit there until you enter one.
And it's the goody huts that are generating the better units, not the camps. A raging horde will still be a bunch of Horseman, that's still the same, though it sounds like it might be more frequent. There's a lot of confusion over this, the readme.txt didn't explain it very well.
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